Authority of Nessus. Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes (if the target is surprised, it cannot avert its eyes) or succeed on a DC 25 Wisdom saving throw at the end of each of its turns. If it fails three attempts before it succeeds on three attempts it is dominated, as in the dominate monster spell. If a creature succeeds on its saving throw or the effect ends for it, it is immune to authority of nessus for 24 hours.
Banishment. If Asmodeus is reduced to 0 hit points he explodes in 40-foot radius ball of flame, his body is destroyed, but his essence returns to his fortress; Malsheem on Nessus and he cannot take physical form for a time. Each creature in the blast area must make a DC 25 dexterity saving throw, taking 78 (12d12) fire damage on a failure and half as much damage on a success.
Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 25, +20 to hit with attack spells). Asmodeus can innately cast the following spells, requiring no material components, and all are cast at the highest possible level:
Multiattack: Asmodeus makes to two slam attacks or he strikes twice with the ruby rod of asmodeus.
Ruby Rod of Asmodeus. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 61 (9d8 + 21) bludgeoning damage plus 36 (8d8) cold, fire, or acid damage, (Asmodeus’ choice).
Slam. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 50 (9d6 + 19) bludgeoning damage plus 21 (8d6) fire damage and the target must succeed on DC 32 Strength saving throw or be knocked prone or grappled (Asmodeus’s choice)
Hellfire Pillar (Recharge 5-6). Asmodeus chooses a point on the ground that he can see within 480 feet of him. A cylinder of hellfire, 100 feet tall with a 20-foot radius, rises from that point and lasts for 1 minute. Creatures in the area when the pillar erupts, or that end their turn in the area, lose their immunity or resistance to fire damage, or gain vulnerability to fire damage if they did not have any resistance or immunity, for 1 minute. In addition, each crearture must make a DC 26 Dexterity saving throw, taking 210 (20d20) fire damage on a failure, or half as much damage on a success.
Summon Devil (2/short rest). Asmodeus magically summons (100% chance of success) one of the following type of devils: 2d4+2 bone devils, 1d6+2 horned devils, 1d6+2 erinyes, 1d4+2 ice devils, or 1d4 pit fiends; or (75% chance of success) one of his Dukes; or (25% chance of success) one archduke.
Diabolical Influence. If Asmodeus is targeted for a ranged weapon or spell attack, he adds +4 to his AC, if the attack misses then he can telekinetically move the closest creature to him (aside from the creature who targeted Asmodeus for the initial attack) to take the hit instead of him. If the attack still hits, then this reaction does not take effect.
Hellfire Rebuke (2/day). When Asmodeus is the target of a ranged weapon or spell attack. Hellfire Pillar recharges and he can use a reaction to use it immediately.
Asmodeus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. If Asmodeu has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Asmodeus regains spent legendary actions at the start of his turn.
Attack. Asmodeus can make a ruby rod or slam attack.
Move. Asmodeus can move up to half his speed.
Regenerate. Asmodeus regains 20 hit points.
Ruby Rod (1/round). Asmodeus can use the [Tooltip Not Found] to cast a spell.
Innate Spellcasting (Costs 2 actions). Asmodeus casts a spell.
Chill Gaze (Costs 3 actions). Asmodeus can force one creature within 240 feet of him that can see him to look into his eyes. The creature must make a DC 25 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed on a failure and half as much damage on a successful saving throw.
Summons (Costs 3 actions). Asmodeus can use his summon devils ability.
Teleport (Costs 2 actions). Asmodeus magically teleports, along with any equipment he is carrying, as well as being able to carry any creature with him up to 480 ft that he can see.
Recharge (Costs 5 actions). Asmodeus recharges hellfire pillar.
Description
"I literally sit beneath eight tiers of scheming, ambitious entities that represent primal law suffused with evil. The path from this realm leads to an infinite pit of chaos and evil. Now, tell me again how you and your ilk are the victims in this eternal struggle." - Asmodeus addressing the Celestial Jury.
The Lord of the Ninth and ruler of Baator, Asmodeus is one of the most dangerous and powerful beings in the known Multiverse. While his overall strength may not be as prominent as many of the other deities, his true power and deadly nature come from his overwhelming intelligence. A master manipulator, and an expert at deception, the schemes of Asmodeus span millennia as he prefers to deceive his enemies into their own destruction rather than direct confrontation, although his actual power should not be underestimated. An enigma in the cosmic hierarchy, Asmodeus is not a true deity, yet neither is he mortal, he merely is.
Whoever he was before is not only hidden, but erased, all that is known of Asmodeus is that what he wants you to know...
Ruby Rod of Asmodeus. Gifted to Asmodeus by Primus, the ruby rod is a sign of the devils of the Nine Hells' innate abilities to be able to make pacts and keeps Asmodeus from breaking his deals.The ruby rod of asmodeus is +5 epic artifact (included in the attack) that does an extra 36 (8d8) cold, fire, or acid damage, Asmodeus’ choice, on a hit and double damage to celestials. In addition, it has 15 charges, and any of its properties that require s saving throw have a save DC of 22, +16 to hit with attack spells. While holding it, Asmodeus can use an action to cast arcane eye, bestow curse, fire shield. Alternatively, he can spend 1 charge to cast one of the following spells from it (at 9th level and double the area/range): cone of cold, lightning bolt, delayed blast fireball. In addition, when he hits a creature in a melee attack with the rod he can choose to immediately spend 2 charges to cast dominate monster on the target. The wand regains 1d8 + 4 charges daily at dawn.
While Asmodeus is in possession of the rod he is able to summon twice the number of devils, (see summon devil in actions) or double is chance of summoning a duke-of-hell or an archduke.
(This stat block was adapted from the pdf Epic Monster Updates: A Guide to Epic Threats in 5E).
Lair and Lair Actions
Overlord of Hell. Asmodeus is the supreme ruler of the Nine Hells. This title has power and his might is greater anywhere in the Nine Hells. While on Baator, Asmodeus is considered CR 35 (265,000 XP) and he gains the following attributes:
- Asmodeus can use 6 legendary actions.
- Asmodeus rolls a critical hit on a natural 19-20.
- Asmodeus regains 30 hit points at the start of his turn.
- Asmodeus can, 2/day, use an action or legendary action to teleport anywhere in Baator.
- Asmodeus can, on an initiative count of 20 (losing initiative ties), use any of the domain actions available to the lord of the layer of Hell he is on.
Lord of Nessus. Like all of the Nine, Asmodeus’ title has power and his might is greater while he is in his domain. While on Nessus Asmodeus is considered CR 37 (315,000 XP) and he gains the following attributes:
- Asmodeus can use 7 legendary actions.
- Asmodeus has advantage on all attack rolls.
- Asmodeus rolls a critical hit on a natural 17-20.
- Asmodeus regains 60 hit points at the start of his turn.
- Unless Asmodeus wishes to be affected, he is immune to spells of 5th level or lower and has advantage on savings throws of all spells and magical effects.
Domain Actions:
While anywhere within the plane of Nessus, Asmodeus can take a domain action as long as he is not incapacitated. On initiative count 20 (losing initiative ties), Asmodeus can draw on the infernal power Nessus to take a domain action to cause one.
- Asmodeus teleports (3/day) to any location in Nessus.
- While Asmodeus is wielding the Ruby Rod he can (1/day) encase himself in a 10-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds. In the first round, Asmodeus is purged of any unwanted enchantment spells or effects. In the second, Asmodeus is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, Asmodeus is healed to full hit points and feels refreshed as though he had just rested a full day, regaining spells and spell-like abilities accordingly. This ability triggers automatically if Asmodeus ever falls victim to a spell or spell like effect that would prevent him from taking actions.
- Asmodeus invades the mind of one creature within 240 feet of him. The creature must make a DC 25 Intelligence saving throw taking 55 (10d10) psychic damage on a failed save and half as much damage on a successful one. In addition, the target takes 22 (10d10) psychic damage at the end of each of its turns until it has attacked one ally twice or two allies once.
- Asmodeus conjures a cloud of burning ash that fills a 40-foot radius sphere centered on a point within 240 feet of him. The cloud spreads around corners, and is heavily obscured (not to Asmodeus). Each creature in the cloud when it appears, or that ends its turn in the cloud, must make a DC 25 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. The cloud last for 1-minute and Asmodeus can use a bonus action to move it 30 feet.
Previous Versions
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Posted Oct 25, 2020This is the first post I've seen that could genuinely be an official stat block
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Posted Nov 11, 2020I like this a lot! Not only is it well made and put together like an official stat block, but it is of a power level that is fitting of having to fight an actual god. Is it a bit too exaggerated in power? Yes, but that is exactly the point of a god anyways. Well done!
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Posted Jun 29, 2021really well done and could be the official stats
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Posted Aug 6, 2021lair actions stack?
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Posted Sep 2, 2021I will definitely be using this if my players ever decide to invade the Nine Hells. This is not only well put together, but it also has the power level that fighting an actual deity should have.
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Posted Sep 15, 2021This is beautiful! No more words are needed other that thank you.
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Posted Dec 14, 2022Even with only 50% of this stat block he is impossible to stand against as a level 20 party :O
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Posted Feb 13, 2023How about a level 20 army?
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Posted Jun 10, 2023You might take a peek at this statblock and think. "Man, this is broken and OP." and then you remember. "Oh right, it's the greatest Archdevil in the multiverse and an actual god. Of course he does 20d20 damage."
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Posted Jul 19, 2023My party has no idea what they are in in for. This is the BBEG they have to kill to escape the Hells.
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Posted Oct 6, 2023Hellfire Pillar does 800 damage in practical terms since it causes vulnerability and due to Asmodeus's Master of Hellfire ability making it do the maximum damage. I feel like that wasn't intended. I'd probably remove Master of Hellfire and make Hellfire Pillar simply damage normally in spite of immunities rather than adding vulnerability, or just cut out the middleman of damage and make the foe drop to 0 hit points instantly. Defense-wise, I'd probably give him 30 in every stat, proficiency in all saving throws, and 30 AC.
Still, this is a very well-done stat block overall. Asmodeus is incredibly powerful even when not in his "true form" and the stat block reflects that.
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Posted Jun 7, 2024Dude this is such a well-made stat block, WoTC should hire you
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Posted Jun 8, 2024Good point the max damage from hellfire master is incredibly unfair to even a tier 4 party, but they could just use something like Wish to erase that ability from Asmodeus
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Posted Jul 27, 2025where?
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Posted May 26, 2026In a bag of holding